#btw i kinda fixed the bug, for the new
1 messages · Page 1 of 1 (latest)
Which problem did this seem to solve? I don't think we saw what issue was occuring here before
the lights dissapearing when 20+ lights are added
btw look back on the #archived-lighting , i posted the settings
One thing that may be happening is running out of shadow atlas space for shadows
Which means you may want to set your lights to use a lower shadow quality tier
which are defined here
Lower tier means they take less space in the atlas
Optionally you can make the atlas resolution bigger but with hundreds of lights it may be a tough situation
would it be possible to increase the shadow atlas for the 2.500.000m2 map that i am making?
shadows bug out when rendering 200-400 lights
i know i should use occulusion culling, and i tried it
It doesn't make much sense to keep that many lights active, shadows or not
it was really bad, and let you see trough walls, then i increased the quality, took 8 hours to bake and 300K files
If the player won't see all the millions of square meters at once, don't have them loaded in
so i should code so that lights get turned on based on proximity?
there is a setting that allows the player to increase the render distance
Occlusion culling is not a very good system for most purposes
so i should code my own?
Not necessarily an occlusion system but since your level is an interior, split it into parts that can be loaded and unloaded at runtime
Whether you do that based on proximity, by line of sight or by adjacency to modules the player is in is up to you
You should be able to verify that this indeed does solve the problem by testing with a cut-out part of the level with only a reasonable number of lights in it
The glitching should not occur here
But it's hard to know for sure since deferred supports "unlimited" lights so it shouldn't have occurred otherwise either
Either way, your players and the game load times will thank you for making any kind of level streaming system
i did test a lot, its just because of shadows, by deleting lights it solves problem, thats why i deleted 66% of lights, and came from 3000->1000, it did fix the problem, but for players that have rendering distance on 300 it still apears when looking where there are a ton of lights
yeah thats what im thinking, support unlimited but then glitch out when its lightning some low poly stuff???
It's not a common problem for sure, but a lot of stuff can go wrong
Remember that whatever issues you have in editor, you might have different issues in build so test that too every now and then
Having a thousand of any type of gameobject is generally a sign that you will have to do some kind of optimization
btw. whats you target platform?
same problem in scene/game/build
i will
windows
When loading and unloading level parts you usually choose between having the parts as additional scenes, or as prefabs
Additional scenes allow you to easily benefit from async loading and unloading which improves performance, but does not give a direct method to reposition the scenes
I HAVE FOUND THE BUG THAT WAS CAUSING IT
its because of G Buffer
Now that its OFF, there is no lightning issues
Definitely not something that should cause an issue like that, might be worth filing a bug report
Still, with the necessary area loading/unloading the problem might be gone anyway and let you keep your accurate g-buffer normals
A good workaround to have meanwhile, in any case